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package demonchime

import "core:log"

import rl "vendor:raylib"

import "draw"

Sprite :: struct {
  image: rl.Texture2D,
  anim_id: Animation_Id,
  current_tag: Tag_Resource,
  frame_time: f32,
  current_frame: i32,
  width: i32,
  height: i32,
  pos: Vec2,
  offset: Vec2,
  rotation: f32,
  scale: Vec2,
  just_finished_loop: bool,
}

init_sprite :: proc(
  sprite: ^Sprite,
  image_id: Image_Id,
  anim_id: Maybe(Animation_Id) = nil,
) -> bool {
  sprite.image = get_image(image_id)

  switch id in anim_id {
  case Animation_Id:
    sprite.anim_id = id
  case nil:
    sprite.anim_id = images[image_id].anim
  }

  anim := animations[sprite.anim_id]

  sprite.width = i32(f32(sprite.image.width) / f32(anim.frame_count))
  sprite.height = i32(sprite.image.height)

  log.debug(sprite.width, anim.frame_count, sprite.anim_id)

  sprite.scale = Vec2{1, 1}

  return true
}

destroy_sprite :: proc(sprite: Sprite) {
  rl.UnloadTexture(sprite.image)
}

set_sprite_active_tag :: proc(sprite: ^Sprite, tag_name: string) {
  anim := animations[sprite.anim_id]
  sprite.current_tag = anim.tags[tag_name]
}

update_sprite :: proc(sprite: ^Sprite, dt: f32) {
  sprite.just_finished_loop = false

  sprite.frame_time += dt

  anim := animations[sprite.anim_id]

  duration := f32(anim.frame_durations[sprite.current_frame]) / 1000

  if sprite.frame_time > duration {
    sprite.frame_time -= duration
    sprite.current_frame += 1
  }

  tag := &sprite.current_tag

  if sprite.current_frame < tag.from {
    sprite.current_frame = tag.to
    sprite.just_finished_loop = true
  }
  if sprite.current_frame > tag.to {
    sprite.current_frame = tag.from
    sprite.just_finished_loop = true
  }
}

draw_sprite :: proc(sprite: Sprite) {
  rect := draw.Rect {
    {f32(sprite.width * sprite.current_frame), 0},
    {f32(sprite.width), f32(sprite.height)},
  }

  draw.texture_quad(
    sprite.image,
    rect,
    sprite.pos,
    sprite.offset,
    sprite.rotation,
    sprite.scale,
  )

  // log.debug(rect)
}